CInfoGameEventProxy::Spawn
0x00b607b0 · 87 bytes · __thiscall
_ZN19CInfoGameEventProxy5SpawnEv
Decompiled
undefined (1 param)
/* CInfoGameEventProxy::Spawn() */
void __thiscall CInfoGameEventProxy::Spawn(CInfoGameEventProxy *this)
{
float fVar1;
CPointEntity::Spawn((CPointEntity *)this);
fVar1 = *(float *)(this + 0x444);
*(float *)(this + 0x444) = fVar1 * 12.0;
if (((byte)this[0x148] & 1) != 0) {
VisibilityMonitor_AddEntity
((CBaseEntity *)this,fVar1 * 12.0,GameEventProxyCallback,
(_func_bool_CBaseEntity_ptr_CBasePlayer_ptr *)0x0);
}
return;
}
SourceMod gamedata
paste intoaddons/sourcemod/gamedata/<your_plugin>.txt
used as the SourceMod key — change to fit your plugin's convention
SourceMod library name (server / engine / matchmaking)
Just a Signatures{} block, ready to drop into a gamedata
file. Wire it up in your plugin however you like - SDKCall, DHooks,
raw memory ops, or anything else.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.